Quote: (nealhunt @ 16 Jul. 2008, 11:07 )
Based on that, you could make it an ongoing process where the summoner can pull daemons through the rift pretty easily rather than "opening the spigot" for daemons to file out of their own accord.
I did want to have it more "spigot" based than not. If only so you'd not need to summoner once the warp rift was open but you could still destroy it to shut it off.
1) Open rift by sacrificing to the dark gods (using the reinforcement roll suggestion)
2) Once open each turn there is a number of summoning points available (2D6 + the turn number?)
3) The opposing player needs to stop the rift from opening by killing anyone activating the warp rift or destroying the warp rift prior to or after it opens
4) If the player can summon (and retain) 6 GDs or a total of 80 summoning points of Daemons then they win. Any other result is a loss
I was also thinking of using the Living Metal Necron rule to limit the damage to the Warp Rift so you could just nail it at long range with a few Shadowsword or Scorpion shots to blow it up